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Why is everything like Q3? (87 comments)
Posted by StywoO @ 16:11 BST, 4 May 2020 - iMsg
After Q3 almost all arena shooters and every new quake was based heavily on that same formula. I think Q3 is great but the success of the Q3 formula has been long exhausted in the arena FPS genre.

Quake 4:
Has the same weapons and almost the same weapon balance as Q3. There are a few unique characteristics, most notably the crouch slide, but Q3 theory is mostly reapplied.

Quake Live:
Basically a free version of Quake 3 but with nerfed weapons and some really ugly movement mechanics added on top (IMO)

Quake Champions:
It has champions but underneath that it's still the same Q3 formula.

One major exception was Painkiller, which had an entirely new movement system and new weapons. Unfortunately that game didn't play very well online.

If id ever wants to reuse a past successful formula in Quake again, and I know it's a big if, then how about a new Quake World? :) Only the movement has been redone so far.

I haven't played Diabolical yet but I personally hate the cell shaded look.
Edited by StywoO at 16:14 BST, 4 May 2020 - 22267 Hits
hektik in zotac (71 comments)
Posted by StywoO @ 00:57 GMT, 14 December 2011 - iMsg
How would you feel about battleforged being replaced with hektik in the zotac map pool? I think it's more fun to play and spectate than battleforged is. It also had more votes than battleforged in that zotac map poll from earlier this year.
Edited by StywoO at 19:22 GMT, 14 December 2011 - 13677 Hits
Edited by Stywo0 at 01:18 GMT, 5 March 2010 - 15410 Hits
QL spawn system vs VQ3 spawn system (31 comments)
Posted by StywoO @ 11:18 GMT, 12 February 2010 - iMsg
I wish they would go back to a system based on the location of death. I'm surprised not many people are suggesting that. Even if you think it was to easy to get spawn frags in VQ3, what was wrong with the idea of making the spawns based on where someone died? The difficulty in getting a spawn frag can easily be changed just by increasing the percentage of available spawns someone has within the spawn code.

These are the benefits from using the VQ3 system:

-No force spawning
The killers position has no impact on where you spawn. That means the player in control would no longer be able to force you to spawn away from powerups.

-Less repetitive
Since you always spawn away from your location of death, you would never spawn in the same spot consecutively, and you would spawn close to the same spawn spot much less frequently.
7407 Hits
Will rapha dominate in 2010? (poll) (29 comments)
Posted by StywoO @ 21:04 GMT, 26 January 2010 - iMsg
-Yes, just as much as he did in 2009.
-He will win at least one major tournament, but he wont be number 1 this year.
-I wouldn't be surprised if he didn't win any major tournaments.
Edited by Badb0y at 22:27 GMT, 14 March 2010 - 6652 Hits
Makaveli on CNN (1 comment)
Posted by StywoO @ 05:16 GMT, 19 January 2010 - iMsg
I was browsing through some youtube videos today, and I came across this old video.

They asked a couple good questions to, so I thought some people here would appreciate this if they had never seen it before. :P
3606 Hits
pro Duel (73 comments)
Posted by StywoO @ 04:00 GMT, 18 January 2010 - iMsg
Ever since id added pro TDM, it's been requested to add a pro Duel mode which would bring back some of the gameplay mechanics from Quake 3. I would like to see some of these features added, but I would rather see them incorporated into the existing duel mode because I don't think these changes will make the game any harder for beginners. Although, if id is only willing to make these changes in a separate gametype then I would rather see it done that way, than not at all.

Below I have listed a few suggestions that I feel would make QL better for competitive play.

Q3 weapon collection system
It is way to easy to get stacked up on ammo right now. When you pick up a weapon for the second time your ammo is doubled. This, combined with 5 second weapon respawns allows you to get 20 rockets in a mere 5 seconds.

In Q3 each weapon had a default amount of ammo. On the RL for example, it was 10. If you picked up RL with below 10 rockets your ammo would be increased to 10 (default). If you picked up RL with 10 or more rockets your ammo would be increased by 1.

I think this system is better because it requires you to conserve ammo, and it will not allow you to spam one specific area for such a long amount of time.

15 second weapon respawns
In competitive matches it should be possible to control any item on the map, including weapons. This brought an interesting element of strategy that QL is lacking. If you're playing someone that is unusually good with the rail, it should be possible to deny them that weapon. With 5 second respawns this is impossible.

15 second weapons will not mean that someone can control everything on the map at the same time - there are to many items on a map making that impossible. It will only mean that if someone wants to incorporate a weapon into the 4 or 5 items that they concentrate on controlling on a specific map, that will be possible.

The only duel map that I think should retain the 5 second weapon spawns is T9 due to how small and fast paced it is.

Q3 spawn system / more random spawn system
Because your opponents possible spawn spots are decided by where you are standing on the map rather than where your opponent was killed, it is much easier to manipulate the spawn system than it was in VQ3. You can force your opponent to spawn on a side of the map where you know there are no available powerups by running in the direction that you do not want them to spawn, you can force them to spawn in front of you multiple times by standing still and watching a spawn spot from a distance, and imo, the worst part of the QL spawn system is how repetitive it is. If it was more random not only would every match be more fun to play, but the game would be more interesting to watch as well.

The VQ3 spawn system was far from 100% random, but still much more random than the QL spawn system. In VQ3 if you spawn fragged someone once, it was impossible for them to spawn in that same spot consecutively because they would always spawn far from the location that they were killed.

There has been a lot of talk about the spawn system, and a lot of different ideas have been tossed around, but a lot of people think the QL spawn system could be improved. I wish id would at least try something different, and let the community test it and give feedback on the focus test site, like people did with the hitbox change.
Edited by Stywo0 at 00:50 GMT, 19 January 2010 - 9094 Hits
qztourney9 item placement (17 comments)
Posted by StywoO @ 08:33 BST, 5 September 2009 - iMsg
Edited by Stywo0 at 17:07 GMT, 1 January 2010 - 5100 Hits
Good FFA maps? (19 comments)
Posted by StywoO @ 01:13 GMT, 25 November 2008 - iMsg
I'm looking for some nice FFA maps to add to my servers cycle. If anyone has something to recommend please give me a link.

Custom maps I am already using:

A Man Called Sun
Blood Run (aka Deckt1)
Competitive Instinct
Dark Ritual
Edited by Stywo0 at 23:04 GMT, 27 November 2008 - 4856 Hits
phantq4dm8 (78 comments)
Posted by StywoO @ 19:51 BST, 10 June 2008 - iMsg
"Your blood runs cold as you step into the subterranean corridors of this deserted glacial laboratory. That will soon change when the adrenalin rushing through your veins fuels the combat as you fight your opponents in the chilly caverns and high tech embellishments of “The Chill Runs Deep”."

Filesize: 4.37 MB
Added On: June 09, 2008
Author: Tom Perryman (Phantazm11)

>> <<

Looks nice for a small FFA/TDM.
Edited by Stywo0 at 19:54 BST, 10 June 2008 - 28401 Hits
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